Chapters: 1/1 Fandom: One Piece Rating: General Audiences Warnings: Creator Chose Not To Use Archive Warnings Relationships: Roronoa Zoro/Vinsmoke Sanji, Roronoa Zoro & Vinsmoke Sanji Characters: Roronoa Zoro, Vinsmoke Sanji, Kuina (One Piece), Monkey D. Luffy, Portgas D. Ace, Aka Ashi no Zeff | Red-Leg Zeff Additional Tags: Soulmates, Alternate Universe - Soulmates, POV Alternating Summary:
hello, hello. this post will be mostly for my notes. this is something I need in to be reminded of for my business, but it can also be very useful and beneficial for you guys as well.
everything in life has structure and storytelling is no different, so let’s dive right in :)
First off let’s just review what a story structure is :
a story is the backbone of the story, the skeleton if you will. It hold the entire story together.
the structure in which you choose your story will effectively determine how you create drama and depending on the structure you choose it should help you align your story and sequence it with the conflict, climax, and resolution.
this first story structure i will be talking about was named after 19th century German novelist and playwright.
it is a five point structure that is based off classical Greek tragedies such as Sophocles, Aeschylus and Euripedes.
Freytag's Pyramid structure consists of:
Introduction: the status quo has been established and an inciting incident occurs.
Rise or rising action: the protagonist will search and try to achieve their goal, heightening the stakes,
Climax: the protagonist can no longer go back, the point of no return if you will.
Return or fall: after the climax of the story, tension builds and the story inevitably heads towards...
Catastrophe: the main character has reached their lowest point and their greatest fears have come into fruition.
this structure is used less and less nowadays in modern storytelling mainly due to readers lack of appetite for tragic narratives.
the hero's journey is a very well known and popular form of storytelling.
it is very popular in modern stories such as Star Wars, and movies in the MCU.
although the hero's journey was inspired by Joseph Campbell's concept, a Disney executive Christopher Vogler has created a simplified version:
The Ordinary World: The hero's everyday routine and life is established.
The Call of Adventure: the inciting incident.
Refusal of the Call: the hero / protagonist is hesitant or reluctant to take on the challenges.
Meeting the Mentor: the hero meets someone who will help them and prepare them for the dangers ahead.
Crossing the First Threshold: first steps out of the comfort zone are taken.
Tests, Allie, Enemies: new challenges occur, and maybe new friends or enemies.
Approach to the Inmost Cave: hero approaches goal.
The Ordeal: the hero faces their biggest challenge.
Reward (Seizing the Sword): the hero manages to get ahold of what they were after.
The Road Back: they realize that their goal was not the final hurdle, but may have actually caused a bigger problem than before.
Resurrection: a final challenge, testing them on everything they've learned.
Return with the Elixir: after succeeding they return to their old life.
the hero's journey can be applied to any genre of fiction.
this structure splits the story into the 'beginning, middle and end' but with in-depth components for each act.
Act 1: Setup:
exposition: the status quo or the ordinary life is established.
inciting incident: an event sets the whole story into motion.
plot point one: the main character decided to take on the challenge head on and she crosses the threshold and the story is now progressing forward.
Act 2: Confrontation:
rising action: the stakes are clearer and the hero has started to become familiar with the new world and begins to encounter enemies, allies and tests.
midpoint: an event that derails the protagonists mission.
plot point two: the hero is tested and fails, and begins to doubt themselves.
Act 3: Resolution:
pre-climax: the hero must chose between acting or failing.
climax: they fights against the antagonist or danger one last time, but will they succeed?
Denouement: loose ends are tied up and the reader discovers the consequences of the climax, and return to ordinary life.
it surprised me to know the creator of Rick and Morty had their own variation of Campbell's hero's journey.
the benefit of Harmon's approach is that is focuses on the main character's arc.
it makes sense that he has such a successful structure, after all the show has multiple seasons, five or six seasons? i don't know not a fan of the show.
the character is in their comfort zone: also known as the status quo or ordinary life.
they want something: this is a longing and it can be brought forth by an inciting incident.
the character enters and unfamiliar situation: they must take action and do something new to pursue what they want.
adapt to it: of course there are challenges, there is struggle and begin to succeed.
they get what they want: often a false victory.
a heavy price is paid: a realization of what they wanted isn't what they needed.
back to the good old ways: they return to their familiar situation yet with a new truth.
having changed: was it for the better or worse?
i might actually make a operate post going more in depth about dan harmon's story circle.
the fichtean curve places the main character in a series of obstacles in order to achieve their goal.
this structure encourages writers to write a story packed with tension and mini-crises to keep the reader engaged.
The Rising Action
the story must start with an inciting indecent.
then a series of crisis arise.
there are often four crises.
2. The Climax:
3. Falling Action
this type of story telling structure goes very well with flash-back structured story as well as in theatre.
this is another variation of a three act structure created by screenwriter Blake Snyder, and is praised widely by champion storytellers.
Structure for Save the Cat is as follows: (the numbers in the brackets are for the number of pages required, assuming you're writing a 110 page screenplay)
Opening Image [1]: The first shot of the film. If you’re starting a novel, this would be an opening paragraph or scene that sucks readers into the world of your story.
Set-up [1-10]. Establishing the ‘ordinary world’ of your protagonist. What does he want? What is he missing out on?
Theme Stated [5]. During the setup, hint at what your story is really about — the truth that your protagonist will discover by the end.
Catalyst [12]. The inciting incident!
Debate [12-25]. The hero refuses the call to adventure. He tries to avoid the conflict before they are forced into action.
Break into Two [25]. The protagonist makes an active choice and the journey begins in earnest.
B Story [30]. A subplot kicks in. Often romantic in nature, the protagonist’s subplot should serve to highlight the theme.
The Promise of the Premise [30-55]. Often called the ‘fun and games’ stage, this is usually a highly entertaining section where the writer delivers the goods. If you promised an exciting detective story, we’d see the detective in action. If you promised a goofy story of people falling in love, let’s go on some charmingly awkward dates.
Midpoint [55]. A plot twist occurs that ups the stakes and makes the hero’s goal harder to achieve — or makes them focus on a new, more important goal.
Bad Guys Close In [55-75]. The tension ratchets up. The hero’s obstacles become greater, his plan falls apart, and he is on the back foot.
All is Lost [75]. The hero hits rock bottom. He loses everything he’s gained so far, and things are looking bleak. The hero is overpowered by the villain; a mentor dies; our lovebirds have an argument and break up.
Dark Night of the Soul [75-85-ish]. Having just lost everything, the hero shambles around the city in a minor-key musical montage before discovering some “new information” that reveals exactly what he needs to do if he wants to take another crack at success. (This new information is often delivered through the B-Story)
Break into Three [85]. Armed with this new information, our protagonist decides to try once more!
Finale [85-110]. The hero confronts the antagonist or whatever the source of the primary conflict is. The truth that eluded him at the start of the story (established in step three and accentuated by the B Story) is now clear, allowing him to resolve their story.
Final Image [110]. A final moment or scene that crystallizes how the character has changed. It’s a reflection, in some way, of the opening image.
(all information regarding the save the cat beat sheet was copy and pasted directly from reedsy!)
this structure encourages writers to start with the at the end, with the resolution, and work their way back to the starting point.
this structure is about dramatic changes from beginning to end
The Hook. Draw readers in by explaining the protagonist’s current situation. Their state of being at the beginning of the novel should be in direct contrast to what it will be at the end of the novel.
Plot Point 1. Whether it’s a person, an idea, an inciting incident, or something else — there should be a "Call to Adventure" of sorts that sets the narrative and character development in motion.
Pinch Point 1. Things can’t be all sunshine and roses for your protagonist. Something should go wrong here that applies pressure to the main character, forcing them to step up and solve the problem.
Midpoint. A “Turning Point” wherein the main character changes from a passive force to an active force in the story. Whatever the narrative’s main conflict is, the protagonist decides to start meeting it head-on.
Pinch Point 2. The second pinch point involves another blow to the protagonist — things go even more awry than they did during the first pinch point. This might involve the passing of a mentor, the failure of a plan, the reveal of a traitor, etc.
Plot Point 2. After the calamity of Pinch Point 2, the protagonist learns that they’ve actually had the key to solving the conflict the whole time.
Resolution. The story’s primary conflict is resolved — and the character goes through the final bit of development necessary to transform them from who they were at the start of the novel.
(all information regarding the seven point story structure was copy and pasted directly from reedsy!)
i decided to fit all of them in one post instead of making it a two part post.
i hope you all enjoy this post and feel free to comment or reblog which structure you use the most, or if you have your own you prefer to use! please share with me!
if you find this useful feel free to reblog on instagram and tag me at perpetualstories
The secret to avoiding annoyingly perfect characters is less about what they do, and more about what they think and feel. Show that they still want to slack off even if they end up doing what they’re supposed to. The actual plot difference between “I’ll do it, because it’s the Right Thing To Do™!” and “Ugh, fine, I guess I have to do it; it’s…like…the right thing to do, or whatever…” is negligible, but the characterization difference is huge.
reread your old writing
reread the scenes you’re most proud of
write something silly. it doesn’t need to be logical, or something you in your story. write something dumb
compare your old writing to your current writing. seeing how much you’ve improved can be very motivating
create AUs for your stories! explore storylines that otherwise never would make it into the story, but you would like to play around with
choose one of your least favorite scenes and rewrite it
act out your scenes
read old comments from people praising your work
create a playlist for your wip
team up with a friend, create AUs for each other’s stories
create playlists for your characters
draw your ocs/make memes of your ocs
draw/make memes of your friend’s ocs
don’t push yourself to get back into writing the thing that made you stop in the first place, you can always write something else!
write what you want to write, no matter how cliché it might be. it's okay
take a break, focus on another hobby of yours. consume other sources of media, or take a walk to clear your head
no need to write in chronological order if it isn’t working for you!
read bad reviews of books/movies/tv-shows. you will start appreciating your own writing more
create a new storyline, or introduce a new character! anything that helps bring something fresh into your story. could even be a completely new wip!
not writing every day doesn’t make you a bad writer. take a break if you feel like you need one
remind yourself to have fun. start writing and don’t focus too much of your attention on following ''the rules.'' you can get into the nitty-gritty when you're more familiarized with writing as an art. or don’t. it’s fiction, you make your own rules
get some rest. go to sleep, take a nap!
remember why you started. know that you deserve to tell the story you want to tell regardless of the skill you possess
I have this really bad habit of getting most the way through a draft, seeing how it needs to change structurally and… starting a new one. I have countless unfinished drafts and shorts and written out ideas that haunt me with their cut off sentences and half paragraphs.
Here’s the part that sucks. Finishing a draft is always worth it. Always. No matter how messed up your beginning may be, how much you need to rework or change, how much just isn’t coming together. Get through to the end, even if you have to write a bunch of stuff you aren’t proud of to get there, get through to the end.
I learned more about my novel from one finished draft than I did from the five unfinished ones after it. You need to explore your ending, because your ending is the most important part of the entire piece.
This month we explored outlining and character arcs—all of that planning, all of that work we’ve put into this project leads up to the ending. The ending will tell you more about your direction and how the pieces you’ve tried to put together are working than anything else. It’s the one place you can’t hide. Either the ending wraps up how you want it to, or you need to go back to the drawing board.
I almost didn’t finish that one draft. I knew there was a huge gaping problem I hadn’t noticed before right in the middle and that I had to rework some stuff. I nearly stopped there, but I pushed forward instead. It was there that I discovered a large part of that problem was the ending I had planned. I was working towards the wrong thing, so of course the middle would fall apart.
You’ll be able to see your character arcs, your theme, your subplots, all of it needs to be addressed in the ending, so your ending is going to tell you what is working and what isn’t.
Push through to the finish line. Best case scenario you understand your work and process on a deeper level. Worst case, you have a finished draft—and that’s always something to be proud of.
Good luck! Happy end of February. Next month we’ll be talking about some other ways to create characters and voice, amongst other things. I’m looking forward to it!
Whenever I see people saying that Hugo's admittedly insane info-dumping in Les Miserables is due to the fact that he was paid by the word, I get unreasonably angry.
Guys, no, you just don't get it. YOU LITERALLY DON'T GET IT.
The guy was writing this book for 20 years. 20 YEARS. It was the work of a lifetime. He travelled around, in France and abroad (Belgium), just to get a close look of all the places he was writing about, talk to the people there, communicate with the place etc. And like, he didn't travel by a motorbike, or cars or airplanes. This was not the vibe at the time.
Also, since we are in the 19th century may I remind you that there was no Google Search at the time. You couldn't just go to Wikipedia and learn about Louis-Philippe and the July Monarchy, you couldn't go to Youtube and watch documentaries about the June Rebellion and testimonies of people that were there and witnessed it. You couldn't just go to Spotify and listen to historical podcasts about the Battle of Waterloo or watch live footage. You couldn't know shit about the way Paris functioned, the history of the city, the importance and the role of infrastructure (INCLUDING THE SEWERS YES) and the way the infrastructure of a city is literally a reflection of the people and the customs and the social plagues that were specific of that city, unless you were, quite literally, a Statesman (and only if you gave a shit, which most didn't). There was no Vice News to inform you of the shit that happened in monasteries or in the labour camps. There was no possible way for anyone to have access to information on any of these things, things that were all of VITAL importance for the fate of french people, that were, for the most part, illiterate, ignorant, and/or struggling to survive until the next day. The solution for this was political conscience and social awakening but how could you do that if you don't have a voice and you don't have basic information and knowledge? But. There was a man that had the means, that had the ressources, that had the money, and he decided to actually do something with that. He decided to speak out. He decided to write a novel about an entire human society and the people in it. How they lived, what they dreamed, how they suffered, how they tried to change their fate, how they failed, how they tried again, and failed again. He gave voice to people who, quite literally, didn't have a voice. It is no coincidence that the book was loved by the people (the mass) but hated by pretentious critics, including other novelists of the time. It wasn't a novel about critics, it was a novel about people. And people loved it. They loved the info-dumping cause it wasn't "info-dumping", nor a """""""filler"""""""" for god's sake, it was quite literally a window to their world, their living space, their history, their roots, their political struggles, a window that they simply didn't have before, and that book gave it to them. It educated people at the time when they couldn't be educated otherwise, at a time when education was indispensable for social change.
But sure Hugo just dedicated 2 decades of his life writing """""fillers""""" to pass the time and get more money lmao. Shut up for the love of god.
Final note: I'm not saying that Hugo's portrayal of french society is without flaws or totally realistic, or that his characters don't seem simplistic at times in their misery and total victimization. This work doesn't delve deeply into the person, that is its flaw. It goes mainly outwards, because its main goal is to educate, while at the same time being immensely entertaining, (at least for people who weren't used to instant gratification like nowadays). That is his value.
A pretty cool list of questions for your characters. Personally, I've been doing this by having it in an interview style series of questions for my character, Ktangha.
Hey, help me please. How do you write description in your novels? Not a character one, surrounding ones. How do you describe from 3 POV , the background of the novel?
Hi there! Thanks for writing. I talk at length about this in my book The Complete Guide to Self-Editing for Fiction Writers (See Chapter 4 / “Building Your Story World,” Chapter 16 / Setting the Scene, and Chapter 21 / “Choosing the Right Details” for the majority of the discussion about description, but it’s peppered throughout), so I’ll just give a brief rundown here. :)
That means describing, with precision, a detail you can see/hear/touch/taste/smell. Avoid using vague words that are hard to visualize or sense, like “the house was ugly” or “the weather was bad.” Instead, choose a sensory detail (or two) for your descriptions, for example “the house was a wretched shade of salmon pink” or “the wind was blowing I could taste dust in my mouth.”
It’s common for beginning writers to either use no description, or go completely overboard. I give examples of both in my book. While there’s no hard rule about how much description is too little or too much (it depends a lot on the particular story, genre, and the writer’s style), I personally like to include around 4-5 sensory details per page.
The idea is to give the reader a solid sense of where they are without going on and on, making them want to skim over as you carry on for paragraphs about the smell and texture of a doily.
Description draws your readers attention to what you’re describing. Use that to your advantage. If that doily contains a blood stain that’s a pivotal clue in your murder mystery, by all means spend three sentences describing the particular color red of the blood or the weird smell it emits. Where you linger, the reader will linger.
Use more description at the beginning of a new scene, or anytime the location of your story changes. I talk about this in the section on transitions in my book. Summary gets a bad reputation in fiction, but these transitional paragraphs are the perfect time to paint the scene with sensory details about your character’s surroundings.
One common thing I see in writer’s manuscripts is what I call “jerky camera movement.” Here’s an example:
Jesse pulled into the driveway of the suspect’s mansion around noon. A white, floppy dog barked ferociously in the window. It was a warm, sweltering day. Jesse looked down and realized her shoe was untied. The house had three large columns in front, each wrapped with a gawdy red bow.
In this example, the “camera” moves from the driveway, to the dog in the window, to the “day,” to Jesse’s shoe, to the outside of the house. If that was your head, looking around the scene, you’d get dizzy pretty fast. Here’s a smoother movement, starting wide and focusing in on Jesse’s untied shoe.
It was a warm, sweltering day. Jesse pulled into the driveway of the suspect’s mansion around noon. The house had three large columns in front, each wrapped with a gawdy red bow. In the window, a white, floppy dog barked ferociously. As Jesse approached the door, she looked down and realized her shoe was untied.
These aren’t perfect examples because I’ve dashed them off just now, but you get the idea :) Try not to make your reader seasick by making them look all over the scene (unless you’re trying to achieve that effect, for example, in a scene where your protagonist is drunk or discombobulated).
Hope this helps!
How do I write a dream sequence that actually feels dreamy and not just confusing or random? I want it to make sense in the story but still have that weird, surreal vibe dreams have.
Before writing a dream sequence, ask yourself: Why is this dream important?
A strong dream sequence serves a narrative purpose. It either reveals something critical about the character or moves the plot forward. For example, it might:
Highlight a character’s inner conflict, such as self-doubt or guilt.
Offer insight into a character’s fears, desires, or memories.
Foreshadow future events.
Explore the story’s themes.
Present an epiphany or realisation that changes the narrative direction.
When you define the purpose of the dream, you give it meaning and ensure it doesn’t feel like a random, disconnected scene.
Dreams are often hyper-real or surreal. To truly immerse readers, fill your sequences with vivid imagery. Describe not just what the character sees, but also what they hear, smell, and feel. For example:
The air might feel oppressively heavy, as if the character is moving through water.
Colours could be unnaturally bright or pulsing, creating a sense of unease or wonder.
Sounds may echo strangely, or voices may change tones mid-sentence.
Sensory details are your best friend when crafting dreams. They help you draw readers into the scene, making the dream feel almost tangible without being constrained to what is possible.
Dreams are often symbolic, reflecting a character’s subconscious thoughts and emotions. A dream sequence offers a fantastic opportunity to use metaphors and symbols to deepen your narrative. For instance:
A crumbling staircase may represent a character’s feelings of insecurity.
A recurring image, like a locked door, could hint at a secret the character is repressing.
Objects or people in the dream might represent aspects of the character’s personality or unresolved relationships.
By embedding symbols, you can subtly communicate deeper layers of meaning to your readers while building suspense without having to state things outright.
In dreams, emotions are often exaggerated. A minor embarrassment can swell into overwhelming shame, and a fleeting joy might feel like euphoria. Use this to your advantage to explore your character’s emotional state. For instance:
A character struggling with grief might dream of a loved one, only for them to disappear when approached.
A character racked with guilt could find themselves pursued by shadowy figures.
Dreams are naturally disorienting because they don’t follow the logical flow of reality. You can introduce elements like sudden scene changes, nonsensical dialogue, or impossible physics to create a truly dreamlike experience. For example:
A character might start at a family dinner, only to inexplicably swimming in an ocean of stars.
A trusted friend might appear with the face of a stranger.
Despite the inherent chaos of dreams, your sequence should still have some degree of narrative coherence. A good rule of thumb is to maintain a logical thread that allows the dream to fulfil its narrative purpose, even if the details are illogical.
The tone and atmosphere of your dream sequence should align with its purpose. Focus on creating a specific emotional response:
For a nightmare, use eerie, oppressive details, like a pulsating fog or distorted, echoing voices.
For a whimsical dream, evoke wonder with surreal and magical details, such as floating landscapes and shimmering light.
Choose your atmosphere carefully to enhance the emotional impact of the scene.
There are many types of dream sequences, and each serves a unique purpose. Here are some of the most common:
Foreshadowing dreams: These hint at future events, creating suspense or intrigue.
Nightmares: These reveal a character’s fears or anxieties.
Fantasy dreams: These involve magical or surreal elements, and are often used to explore themes, symbols, or metaphors.
Recurring dreams: These underscore unresolved issues or patterns in a character’s life.
Lucid dreams: These allow the dreamer to be aware they’re dreaming and possibly influence the dream’s outcome.
Realisation dreams: These provide moments of clarity or epiphany for the character.
Internal conflict dreams: These visually showcase a character’s inner turmoil, providing a unique way to “show, not tell.”
Linked dreams: These connect two or more characters through shared dreamscapes.
Dream sequences should enhance your story, not derail it. While they offer a chance to be wildly creative, keep them concise and focused. Avoid overloading readers with too much detail or overly prolonged scenes. Your audience should leave the dream sequence full or curiosity, not overwhelmed.
Transitions are crucial for dream sequences. Start with subtle hints, like a sound, a sensation, or a surreal visual that cues readers into the shift from reality to dream. Similarly, exit the dream gracefully, creating a smooth return to the waking world. This ensures that readers are not jarred out of the story.
Use narrative distance to create a floaty, disconnected feeling that mirrors the sensation of dreaming.
Experiment with stream-of-consciousness writing for portions of the dream to mimic the fluid and unpredictable nature of thoughts in sleep.
Pay attention to pacing. Dreams often feel both slow and rapid—a contradiction you can reflect by alternating between drawn-out descriptions and sudden, abrupt moments.
Dream sequences are a space where your imagination can truly run free while still serving the story’s deeper purpose. When done well, they are memorable and meaningful, and leave a lasting impact. It’s a technique well worth exploring.
Hello there!
I'm meaning to write a story for a long time (I've kind of brilliant ideas for the plot and stuff) but i can't get words out; half of the time I get confused about which pov will suit the story or sometimes it just doesn't seem appealable.
How can I go about it?
When you have ideas for the story but you sit down to write it and it goes nowhere.... that's a good sign that you need to spend some time doing some planning and plotting. In fact, you may need to take some time to make sure you understand plot and story structure before you start to plan. Here are some posts to get you started!
Basic Story Structure Beginning a New Story How to Move a Story Forward Choosing a Point-of-View Choosing a POV Character Among Many Interesting Viewpoints Guide: How to Rekindle Your Motivation to Write Getting Unstuck: Motivation Beyond Mood Boards & Playlists Have Plot, Can’t Write
Good luck with your story! ♥
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Your narrator and each of your characters should sound different from one another (unless your story is in the first person and one of the characters is actually telling the story!). Remember that no two people speak in exactly the same way, so if all your characters sound identical to your narrator, it will pull the reader out of the story.
Every person has distinct vocal habits or “go-to’s,” words or phrases they use often, and giving your characters their own vocal “go-to’s” can help lend them some realism and make it easier to tell them apart from one another. Here’s a little hint: we use these “go-to’s” even more often when we’re distracted or not fully paying attention to the conversation and what we’re saying.
People sometimes stumble over their words. Let your characters stutter, or repeat themselves, or forget what they were about to say, or even ramble sometimes, especially if they are feeling flustered or overwhelmed in the scene. This will add realism to your dialogue, and make your characters seem more real to your readers!
Just like in real life, the situation should affect how your character speaks. For example, if a character has just gotten a big, unpleasant surprise, they probably won’t be in the right frame of mind to make a calm, articulate speech. Think about what’s happening and how it will affect what your character says and the way that they say it.
Most people speak differently depending on who they are talking to. For example, you probably wouldn’t talk to your boss the same way you would talk to a friend! Think about your character’s relationship to the person they’re talking to, and how they feel about that person, and let that come out in their dialogue.
Descriptive verbs (like “exclaimed” or “demanded” instead of “said”) are a great way to breathe some life into your dialogue, because they give the reader more information, telling us not just what the character said but how they said it. On the other hand, when used too often, or incorrectly, descriptive verbs can pull the reader right out of the story (for example, using “demanded” when the character isn’t making any kind of demand in their dialogue).